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Hello,

instead of placing a huge mienfield with hundreds or thousands of actual mines, i want to make map areas off limits, with a trigger based kill-zone/minefield.

i have a trigger in mind with "on activation" =

 

{_x setDammage 1} foreach thisList

 

but i want it to apply only to units touching the ground.

so i would probably need:

 

isTouchingGround

 

but i don't know how to combine it in the trigger field.

i would like to have it super simple with just a trigger and without calling external scripts.

 

also is there a way to simulate the visual feedback (heat-map) and audio feedback (beeping) from the mine detector item?

maybe a marker area that triggers the mine detector? that would be super neat as a very immersive way of warning the players instead of having just a hint on screen.

 

thanks!

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@twistking, try this trigger condition:

this and {({isTouchingGround (vehicle _x)} count thisList) > 0}

Also change trigger activation to

{(vehicle _x) setDamage 1;} forEach thisList;

so that damage is done to vehicles, not to units inside them (it will also work if units will not in vehicles).

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the part with the vehicles worked well, however it still also kills units flying over the trigger area. :headscratch:

 

the activation syntax is above my head unfortunately, so i have no clue, what to change.

 

what i have now:

trigger with area

type none

activation blufor

activation type present

repeatable [x]

 

condition:

this and {({isTouchingGround (vehicle _x)} count thisList) > 0}

on activation:

{(vehicle _x) setDamage 1;} forEach thisList;

 

 

 

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@twistking, seems like result of isTouchingGround command is still inaccurate. However, it works fine for me, at least in VR map.

Well, it is also possible to check altitude:

this and {({((getPos (vehicle _x)) select 2) < 0.5} count thisList) > 0}
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works like a charm!

thank you. much appreciated!

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